Comparison essay social media vs video games

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Social Media Vs Video Games
Social media is a broad term that includes different software and programs which form
the basis of websites and applications. These are then further used to connect, reaching a wider
audience, for educational or promotional purposes. Social media is the need of today. There is no
home, office, and business where social media usage is not rampant. It has been so deeply
ingrained into our day-to-day life that it almost seems a part of our routine now. Since youth
make up most of the population of the world and their usage of social media and video games is
the most. Social media has a more significant negative impact on teenagers than video games.
It is said that a thing is not bad in itself, its terms of use make it good or bad. One of the biggest
benefits of social media and technology is probably the connectivity that they offer. One can stay
in touch with family, friends, and relatives, who are miles apart, via just a click you can write to
them, hear them, and even see them. It surely is amazing to be near to the ones you love and care
about; when they are happy or when they are sad. Bedzow states that one can make new friends
across the continents, learn about their traditions and cultures, and be a part of them virtually
(Bedzow). Every day one can talk to a new person one has not met hence the social interactions
among people are increasing. But this unknowingly decreases the capacity to interact with people
like with the family, neighbors, and community.
These web-based networks eliminate the capacity for individuals with various perspectives and
fluctuating biographies to observe shared traits given a common life. This is because, not at all
like genuine networks, which are made out of individuals a person experiences throughout the
day; online networks exist by the goodness of a mutual perspective or capacity. Companionships
here, along these lines, do not develop for the good of their own, and individuals are not
esteemed for what their identity is. This false sense of connection and friendship can cause
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mental and emotional exhaustion. Whereas video games do not provide the connectivity as the
social media applications, what they do provide is quality time spent with you or your friends.
Since video games can be played both, online and in actual time alongside each other. It
promotes the formation of healthy bonds and friendships based on shared interests (Funk). Being
and enjoying with the people you love is truly an unmatchable experience and in no way can
compete with the virtual bonds and meetings.
Secondly, web-based media will never be able to replace genuine human interaction. It
anticipates face-to-face interaction with people to release hormones that reduce stress and make
you feel happier, better, and more positive in general. Ironically, an innovation that is supposed
to bring people together spends so much time pulling people in with online media that it makes
people feel even more alone and detached. Abi-Jaoude has also indicated now that excessive use
of online apps causes depression, anxiety, self-harm, and even suicidal tendencies (Abi-Jaoude et
al.). These mental health issues arise from negative emotions and feelings which arise after
excessive and prolonged use of these apps. Teenagers have tender minds hence; they are the
most affected part of the population. Seeing people with perfect bodies, pretty faces and
luxurious lifestyles enjoying their life to the fullest evoke senses of envy and jealousy. It also
stirs a sense of deprivation.
Extreme forms of these negative emotions may lead to depressive disorders. Apart from
mental health problems, sleep deprivation and a decrease in cognitive abilities have also been
noted after extensive research. On the other hand, no such depressive disorders have been
associated with video games. They do not make a person feel bad about himself. Video games do
not question the self-worth of a person (Funk). Teenagers with their tender minds are more
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vulnerable to the harmful effects of social media as compared to video games which are just a
collaborative activity to have fun.
Thirdly, social media compels us to be the best possible versions of ourselves online.
There is always a rat race going on to be better than the other. People especially youngsters get
inspired by it heavily. When they see someone doing better than them, they aspire to be like
them. But they do not want to spend much time and energy. Hence the formation of a perfect
fake persona comes in. It impacts how the youth see themselves, not just how they view others.
They carefully fabricate their environmental elements utilizing fake lighting, filters, and
deliberately situated foundations to pass a specific personality on to people watching (AbiJaoude et al.). They utilize the devices available to them to make the personas they need to show
the world. Social connections are important but it is more important that one stays connected
with one’s true self and should feel confident about it. This will release the young minds from a
continuous struggle to hide under the facades.
Social Media is a double-edged sword and comes with its fair share of disadvantages
along with the thousands of benefits that it offers. Lack of personal connections, loneliness, low
self-esteem, and mental health are some of the aspects that one should never compromise on.
Teenagers are very vulnerable because thirteen to nineteen is very tender and crucial. Video
games were designed to just have some harmless fun. But games that promote violence of any
sort can have dangerous effects on the personality of teenagers (Funk). They can indulge in
illicit, immoral, and unlawful activities and that too without remorse because that is what they
have been feeding their delicate minds. Open communications with parents and guidance from
elders will prove very helpful for the teens. In this way, they could reap the benefit of every
innovation be it social media or video games without being affected by it.
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In conclusion, teenagers are more negatively affected by social media than by video
games. This is because, unlike true networks, which are made up of people a person interacts
with throughout the day, online networks exist because of the goodness of a shared opinion or
capability. It is been claimed that a thing is not excellent or evil in and of itself; it is the context
in which it is used that determines whether it is good or awful. Social media can result in lack of
personal connections, loneliness, low self-esteem, and mental health. Video games that promote
violence of any kind might harm a teenager’s psyche. When compared to video games, which are
just a collaborative activity to have fun, teenagers with fragile brains are especially prone to the
adverse impacts of social media.
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Works Cited
Abi-Jaoude, Elia, et al. “Smartphones, Social Media Use and Youth Mental Health.” Canadian
Medical Association Journal, vol. 192, no. 6, 2020, pp. E136–41. Crossref,
https://doi.org/10.1503/cmaj.190434.
Bedzow, Ira. “Has Social Media Ruined The Idea Of Friendship?” Forbes, 15 Jan. 2021,
www.forbes.com/sites/irabedzow/2021/01/13/has-social-media-ruined-the-idea-offriendship/?sh=266704e174e7.
Funk, Jeanne B. “Reevaluating the impact of video games.” Clinical Pediatrics 32.2 (1993): 8690.

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